CCP Games is of course first and foremost known for its ever-popular massively multiplayer online (MMO) space simulation title, EVE Online. Over the past few years, however, the developer has also been making strides with virtual reality (VR) technology. Back in 2013 the company announced EVE: Valkyrie, a multiplayer VR spin-off for the Oculus Rift head-mounted display (HMD) which has since confirmed it’s also on the way to PlayStation VR among other with VR work. Today, CCP Games has announced that it has secured some $30 million USD to continue its work in VR.

As reported by MCV, CCP Games has received an investment from New Enterprise Associates and private equity firm Novator Partners. “We believe VR will revolutionise not just video games, but the wider technology and media industry as a whole,” CCP CEO Hilmar Veigar Pétursson said of the news. “We were there at the beginning, and this investment will give us strength to maintain our leading development efforts.”

“We’ve been admirers of CCP for quite some time,” added NEA general partner Harry Weller. “Their legacy with EVE Online and early investments in VR have put them in a leadership position, and we want to partner with them to further build on the great platform they have already established.”

EVE: Valkyrie is currently in pre-Alpha testing with the help of a handful of Oculus Rift second development kit (DK2) owners. Earlier today is was revealed that the title will feature a Free Roam Mode in which players will be able to explore the title’s maps without having to fight enemies against a clock.

Elsewhere, CCP Games will be bringing its sci-fi shooter experience, Gunjack, to the Gear VR mobile HMD later this month. That’s far from all that the team is working on in VR, however, having showcased work with multiplayer experiences and more at various events throughout 2015. It’s not yet clear when EVE: Valkyrie might launch, nor when VR fans will get to see more of the developer’s work with the technology.

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The post CCP Games Gets $30 Million in Funding to Continue VR Work appeared first on VRFocus.

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